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Poll: Realism Modules in Your Game
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<blockquote data-quote="GMMichael" data-source="post: 8471122" data-attributes="member: 6685730"><p>Ammunition accounting is a good example of depends-on-the-system. On the one hand, someone with arrows has a huge advantage on those who don't: you can attack/reach while your opponents cannot. So yeah, count those arrows down because the opponents are keenly interested in when they'll run out. On the other, bows can be relatively slow when it comes to hurting your opponent, compared to stabby-weapons. Your game might limit the speed/frequency of your bow attacks instead of your ammo. On your third hand <img class="smilie smilie--emoji" loading="lazy" alt="✌️" title="Victory hand :v:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/270c.png" data-shortname=":v:" /> , a game might use both rules - ammo accounting and slow fire rate - and let's hope those bows do a ton of damage. If not, the game probably won't see a lot of archers.</p><p></p><p>Full disclosure: I've been closing on several archers lately in Enderal, and it gets painful without a large shield for protection!</p><p></p><p></p><p>Dang it: realistic healing! I knew I'd forget something. Although it's more of a lack-of-module than an additional module. Since realistic healing is super slow, just omitting rules about healing is pretty realistic.</p><p></p><p></p><p></p><p></p><p>What additional realism mods do you use? Which ones pushed the limits of cost/benefit?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8471122, member: 6685730"] Ammunition accounting is a good example of depends-on-the-system. On the one hand, someone with arrows has a huge advantage on those who don't: you can attack/reach while your opponents cannot. So yeah, count those arrows down because the opponents are keenly interested in when they'll run out. On the other, bows can be relatively slow when it comes to hurting your opponent, compared to stabby-weapons. Your game might limit the speed/frequency of your bow attacks instead of your ammo. On your third hand ✌️ , a game might use both rules - ammo accounting and slow fire rate - and let's hope those bows do a ton of damage. If not, the game probably won't see a lot of archers. Full disclosure: I've been closing on several archers lately in Enderal, and it gets painful without a large shield for protection! Dang it: realistic healing! I knew I'd forget something. Although it's more of a lack-of-module than an additional module. Since realistic healing is super slow, just omitting rules about healing is pretty realistic. What additional realism mods do you use? Which ones pushed the limits of cost/benefit? [/QUOTE]
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